コード例 #1
0
 public CharacterActionItem(string name, string icon, CharacterActionType action, object tag)
 {
     Name   = name;
     Icon   = icon;
     Action = action;
     Tag    = tag;
 }
コード例 #2
0
 public MCTSTree(CharacterActionType action)
 {
     this.action   = action;
     nbVictories   = 0;
     nbSimulations = 0;
     children      = new List <MCTSTree>();
 }
コード例 #3
0
 public CharacterActionListImpl(CharacterActionType type, KeyBindCommandGenerator generator,
                                CharacterActionContainer owner)
 {
     Type      = type;
     Generator = generator;
     //ListByOrder = new SortedDictionary<int, T>();
     Owner = (ManagedCharacter)owner;
 }
コード例 #4
0
 /// <summary>
 /// </summary>
 /// <param name="character">
 /// </param>
 /// <param name="actionType">
 /// </param>
 /// <param name="target">
 /// </param>
 /// <param name="unknown1">
 /// </param>
 /// <param name="unknown2">
 /// </param>
 public void FinishNanoCasting(
     ICharacter character,
     CharacterActionType actionType,
     Identity target,
     int unknown1,
     int unknown2)
 {
     this.Send(character, this.ConstructFinishNanoCasting(character, target, unknown1, unknown2), true);
 }
コード例 #5
0
ファイル: Action.cs プロジェクト: chimpoka/TimelineHero
        public Action(CharacterActionType ActionType, int Position, CharacterBase Owner, int Value = 0)
        {
            this.ActionType = ActionType;
            this.Position   = Position;
            this.Owner      = Owner;
            this.Value      = Value;
            this.Duration   = 0;

            UpdateKeyForm();
        }
コード例 #6
0
 private int Simulate(MCTSTree node)
 {
     GameSimulator.ResetSimulation(node.gameState);
     while (!GameSimulator.IsSimulationFinished())
     {
         List <CharacterActionType> actions        = GameSimulator.GetNextPossibleActions(node);
         CharacterActionType        selectedAction = GameSimulator.GetRandomAction(actions);
         GameSimulator.PlayAction(selectedAction);
     }
     return(GameSimulator.GetResult(id));
 }
コード例 #7
0
    /// <summary>
    /// Perform all Interactions associated with the given action.
    /// </summary>
    /// <param name="action"></param>
    void PerformInteraction(CharacterActionType action)
    {
        for (int i = 0; i < m_Interactions.Length; ++i)
        {
            if (m_Interactions[i].Action == action && m_Interactions[i].Reaction != null)
            {
                Debug.Log("Interaction " + action);
                StartCoroutine(m_Interactions[i].Reaction.Execute());
                return;
            }
        }

        AdventureGameOverlayManager.Instance.DisplayCharacterDialogue("I can't do that.", "Character");
    }
コード例 #8
0
 public CharacterActionItem(string name, string icon, CharacterActionType action)
 {
     Name   = name;
     Icon   = icon;
     Action = action;
 }
コード例 #9
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        public static CharacterActionResult TakeAction(CombatState state, CharacterActionType action, Character primaryChar, List <Character> allChars, object param)
        {
            CharacterActionResult res = CharacterActionResult.None;

            switch (action)
            {
            case CharacterActionType.MakeIdle:
                foreach (Character ch in allChars)
                {
                    ch.IsIdle = true;
                }
                state.FilterList();
                break;

            case CharacterActionType.RemoveIdle:
                foreach (Character ch in allChars)
                {
                    ch.IsIdle = false;
                }
                state.FilterList();
                break;

            case CharacterActionType.Clone:
                foreach (Character ch in allChars)
                {
                    state.CloneCharacter(ch);
                }
                break;

            case CharacterActionType.Delete:
                foreach (Character ch in allChars)
                {
                    state.RemoveCharacter(ch);
                }
                break;

            case CharacterActionType.MoveToMonsters:
                foreach (Character ch in allChars)
                {
                    if (!ch.IsMonster)
                    {
                        state.RemoveCharacter(ch);
                        ch.IsMonster = true;
                        state.AddCharacter(ch);
                    }
                }
                state.FilterList();
                break;

            case CharacterActionType.MoveToParty:
                foreach (Character ch in allChars)
                {
                    if (ch.IsMonster)
                    {
                        state.RemoveCharacter(ch);
                        ch.IsMonster = false;
                        state.AddCharacter(ch);
                    }
                }
                state.FilterList();
                break;

            case CharacterActionType.MoveUpInitiative:
                state.MoveUpCharacter(primaryChar);
                break;

            case CharacterActionType.MoveDownInitiative:
                state.MoveDownCharacter(primaryChar);
                break;

            case CharacterActionType.MoveAfterInitiative:
                state.MoveCharacterAfter(primaryChar, (Character)param);
                break;

            case CharacterActionType.MoveBeforeInitiative:
                state.MoveCharacterBefore(primaryChar, (Character)param);
                break;

            case CharacterActionType.RollInitiative:
                state.RollIndividualInitiative(primaryChar);
                state.SortCombatList(false, false);
                break;

            case CharacterActionType.Ready:
                primaryChar.IsReadying = !primaryChar.IsReadying;
                if (primaryChar.IsReadying && primaryChar.IsDelaying)
                {
                    primaryChar.IsDelaying = false;
                }
                break;

            case CharacterActionType.Delay:
                primaryChar.IsDelaying = !primaryChar.IsDelaying;
                if (primaryChar.IsReadying && primaryChar.IsDelaying)
                {
                    primaryChar.IsReadying = false;
                }
                break;

            case CharacterActionType.ActNow:
                if (primaryChar.IsIdle)
                {
                    primaryChar.IsIdle = false;
                }
                state.CharacterActNow(primaryChar);
                break;

            case CharacterActionType.LinkInitiative:
                Character targetChar = (Character)param;
                if (primaryChar != targetChar && targetChar.InitiativeLeader == null)
                {
                    state.LinkInitiative(primaryChar, (Character)param);
                }
                break;

            case CharacterActionType.UnlinkInitiative:
                state.UnlinkLeader(primaryChar);
                break;

            case CharacterActionType.AddConditon:
                if (param != null)
                {
                    Condition c = (Condition)param;
                    foreach (Character ch in allChars)
                    {
                        ActiveCondition a = new ActiveCondition();
                        a.Condition = c;
                        ch.Stats.AddCondition(a);
                        Condition.PushRecentCondition(a.Condition);
                    }
                }
                else
                {
                    res = CharacterActionResult.NeedConditionDialog;
                }
                break;

            case CharacterActionType.EditNotes:
                res = CharacterActionResult.NeedNotesDialog;
                break;

            case CharacterActionType.EditMonster:
                res = CharacterActionResult.NeedMonsterEditorDialog;
                break;

            case CharacterActionType.RollAttack:
                res = CharacterActionResult.RollAttack;
                break;

            case CharacterActionType.RollAttackSet:
                res = CharacterActionResult.RollAttackSet;
                break;

            case CharacterActionType.RollSave:
                res = CharacterActionResult.RollSave;
                break;

            case CharacterActionType.RollSkill:
                res = CharacterActionResult.RollSkill;
                break;
            }
            return(res);
        }
コード例 #10
0
 //Updates the current simulation's state by laying the action required by the AI.
 public static void PlayAction(CharacterActionType action)
 {
 }
コード例 #11
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 public ZavierActions(CharacterActionType actionType, Node destination)
     : base(actionType, destination)
 {
 }
コード例 #12
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 public bool HasActionsWithType(CharacterActionType Type)
 {
     return(Actions.Find((action) => action.ActionType == Type) != null);
 }
コード例 #13
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 public int CountActionsByType(CharacterActionType Type)
 {
     return(Actions.Aggregate(0, (total, action) => action.ActionType == Type ? 1 : 0));
 }
 public AddActionEvent(CharacterActionType type)
 {
     this.AddedActionType = type;
 }
コード例 #15
0
 public CharacterAction(CharacterActionType actionType, Node destination)
 {
     this.actionType  = actionType;
     this.destination = destination;
     onComplete       = null;
 }
コード例 #16
0
 public void HandleActionButtonClick(CharacterActionType characterActionType)
 {
     InputSystemManager.Instance.currentlySelectedActionType = characterActionType;
     Debug.Log(characterActionType);
 }